Posts Tagged ‘demo’

A keystroke logger program which resides on tray. The app is displayed when the tray icon is double clicked. The app features display of keystroke logs including time and date of each key pressed. it also has the simple analyzation tool, and the ability to email the file to others.

The theme is changeable and you can make one. It is under JavaFX’s CSS so it will be mostly familiar to all. All the themes must be saved under the “css” folder.

Eda – demo available!

Posted by (twitter: @alpha_rats)
Tuesday, July 19th, 2016 12:58 pm




After some time spent reworking the prototype made for the LD33, the demo of my bonsai-growing game Eda is out!
I warmly recommend the desktop version, the game not being optimized for web.


> Play/Download through GameJolt

> Play/Download through


Thanks again to the Ludum Dare community for all the feedback and advice during the earlier development stages of the game.

I hope you’ll enjoy the experience!

Writing a HTML5 game in Python (almost)

Posted by
Saturday, December 12th, 2015 9:18 pm

Trying to participate again…

This time my goal, besides finishing a game, is to become familiar with Rapydscript .

Rapydscript is a subset of Python that transpiles to Javascript.

So I’m writing a HTML5 game in Python (almost) using Phaser. I’m creating a simple wrapper of Phaser for Rapydscript (Physer), so my game code passes the PEP8 and other Python tests…

This is how the game code looks like so far:


As you can see, besides the camel case in some methods (Phaser standard) it looks and feels like Python.

And this is how it looks so far:


You can try v0.001 here.


Good luck to all

Magical-Lazer && FireBall !! New Update will coming soon

Posted by
Sunday, August 30th, 2015 2:18 am

Oh my god ! Why i found LICEcap sooooo late!   This tool is really easy to bulid some gifs.

in our new mode<crazy with〉 ,we can shoot fireball to fighting with these mob~~~(biu~biu~biu~~ (╭ ̄3 ̄)╭✧✧✧✧✧ ★╰(*@▽@*)╯ ) We find we have get some new feeling with great gameplay in it~~

since 8.28:  We are buliding a new-mode for this game which named:<Crazy Witch>
in this mode you could shoot fireball and fighting with these mob(pew~!pew~!pew!)

We found that we  have got some new feeling with great gameplay in it,  it may expand our gameplay and let it more strategy and full of rhythm-sensation.
It is being finished /  / we may update it after a few hours.

our new mode and new magical-lazer~~

(our new mode and new magical-lazer)

changed the old-lazer effect by  new asset  yesterday afternoon, we made it more glow effect now .

(Glow-11 大法好)


End of the Second Day

Posted by (twitter: @excaliburjs)
Monday, December 8th, 2014 12:10 am

The game is coming along nicely.

The current build of the game is live at

Tomorrow we clean up the UI, add some more polish, and wrap things up.


A few seconds of Ivy

Posted by (twitter: @juaxix)
Monday, August 25th, 2014 8:41 am

Here you are, directly from Vine
See Ivy Demo – Vine

24 hours in!

Posted by (twitter: @Pitzik4)
Saturday, April 26th, 2014 5:33 pm

Um, sort of, anyway. 23 and half hours. Close enough. I have a playable demo of my game! Yay!

When I start seeing alt text, it means my Internet is having serious problems.

The main character is the grumpy one.

What do you think of my interpretation of “beneath the surface”?

Demaking Manic Miner

Posted by
Saturday, March 22nd, 2014 10:29 pm

Manic Miner is one of the earliest platform games.. and probably the first one I played. It was made for the ZX Spectrum in 1983 by Matthew Smith . More info in here.

I’m demaking this mega classic game, as It would have been made in 1981 instead of 1983 using a IBM PC with CGA graphics card (I didnt know this card until the 90’s IIRC). More info here.

I’m using Construct 2, and so far I have first two screens… platform physics is different but good enough to homage this great game…

This is the original…

This is mine…

You can try it here. (cursor to move, Z to jump).

My plan is to add tomorrow:

  • Intro screen
  • Level 3
  • Sfx and bgm

1 Minute Capsule “playable version”

Posted by
Saturday, December 14th, 2013 5:36 pm

It’s been one night and one day full of work…. I managed to get a “playable” version of my idea.

1 Minute capsule is a simple game: the player has to rotate the screen and the gravity using the arrow keys. You have to guide your capsule thtough the maze avoiding black holes and trying to get to the chequered flag in one minute.

It’s been made using Game Maker Studio (I will probably move onto actionscript if I can) and I have exported it to HTML5 (it requires a WebGL enabled browser)

To do:

  • Sounds
  • BG Music
  • More enemies
  • More block types
  • Better gfxs



Good luck to all…. best regards from Chile!!!

Demo available, 1st day progress.

Posted by (twitter: @RobinerdMusic)
Saturday, December 14th, 2013 4:25 pm

I’m really happy with how this concept turns out so far – everything is about music, and as you keep on playing you unlock new instruments.

Finalize your masterpiece to impress the emperor. Are you ready?

Try the demo I got so far at:

Polytonia Screenshot

I welcome all feedback highly, and I’ll work hard to polish this and add more content tomorrow. Please tell me any problems you run into :)

Good luck with the second day everyone!

Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm


So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here:

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history:

Reload – End of day 2

Posted by
Sunday, August 25th, 2013 5:09 pm

Day 2 has not been very productive… I implemented bashing and acid lakes, but there are still some bugs to fix.

Reload screenshot

We only have 7 levels right now

Anyway, here is a demo! The game requires pyglet and python, but they can easily be installed (I’ll make a windows and mac version later). We also found a name for our game: Reload.

Hope that you enjoy it as much as we do.

Made like 4 separate Prototypey Things No Game #LD48

Posted by
Sunday, August 25th, 2013 4:24 pm


Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.

Like I had plenty of ideas, but with regards, implementing them.


You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.



Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.


This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.


It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.



This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.





So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.

Oh well. I’ll be back for the next one. Cheers





Easter Egg ??!! (Earth Defender progress)

Posted by (twitter: @XxDarkmaidenzxX)
Sunday, April 28th, 2013 2:29 am

Earth Defender is finally done (It will be uploaded in the next hours)!
But in this post i’ll talk about the Easter Egg i’d like to add to my own game ^_^ before the deadline.
Basically it will be a very bizarre Easter Egg… a parody of the main story, but first you’ve to find it to enjoy it! (Maybe i’ll give you some suggestions after the deadline or when the game will be published ^.^)


An Easter Egg meme LOL

First playable version

Posted by (twitter: @SirGFM)
Saturday, April 27th, 2013 7:34 pm

Finally finished the five first levels. Still not much of a puzzle, but it’s something.


Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .

Play it here!

Any feedback would be greatly appreciated!

Thanks! =D

Night of the First Day

Posted by (twitter: @Ananace13)
Saturday, April 27th, 2013 7:14 pm

So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:

All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.


If you want to try it out, there are two builds available here:
Windows 32-Bit build
Linux 64-Bit build

There are a couple of command line switches you can use:
-f Fullsceen
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume

Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.

Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.

If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.

Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.

This is Ace, reporting to bed.

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